General: • Players will no longer receive achievement toasts while their status is set to "Busy." • The messaging when attempting to load a saved game or replay from a previous version has been clarified. • Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.

PROTOSS:

Buildings: • Nexus life and shields increased from 750/750 to 1000/1000.

Buildings: • Hatchery life increased from 1250 to 1500. • Lair life increased from 1800 to 2000. • Spawning Pool life increased from 750 to 1000. • Spire life increased from 600 to 850. • Ultralisk Cavern life increased from 600 to 850.

Bug Fixes: • Fixed an issue where players could not cast the Feedback spell on Point Defense Drones. • Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died. • Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs. • Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue. • Fixed a desync that could occur on user-created maps with custom mod dependencies.

Instead of nerfing Void Rays, like I always say so, they buff it, I don't believe it... Also, ridiculous that idea of changing Barracks requirement to the Depot! They didn't do such a thing in SC I.

The only thing I liked was the Reaper upgrade change. Should slow down the damn Reaper harassment.

Actually, this is a better balance than the last patch. Warp Rays now can't rake through heavy enemy air giving Vikings and Corruptors a chance.

Roaches now might actually be useful besides being used as either a budget Hydralisk or hit-and-run unit. I still think the Corruptor should get 1 armor and Protoss ground get a bit more anti-air but only time will bear that out.

The Void Ray is actually a balance. On one hand, it boosts base damage which is low before upgrades. On the other hand, it mitigates the massive damage that occurs once the beam hits full charge. 3 Void Rays could wipe out a CC fully charged in a matter of seconds. This is more fair.

The increased HP is a welcome start to mitigate high DPS, particularly for Zerg. Although I disagree with the Spawning Pool being 1000 now. Sheesh.

I feel High Templar lost more utility here because now there's two less units to Feedback.

The Terran tech nerf is a welcome, welcome, welcome addition! Now they have to build a Supply Depot first before a Barracks, AND a Factory before they can do Reaper speed upgrades. I approve.

Roach range is okay, but I can see a lot of good micro players upgrading the speed so they can kite more units now with the improved range.

Protoss anti-air and Zerg anti-air still need to be addressed. If Void Rays are being balanced, then Phoenix and Carriers need another look. I think Zerg needs Scourges again. That will solve the anti-air problem.

The reason they didn't add scourge is the same reason they are OP in W&M - the Smart AI. In sc1 you had to be really good at cloning to abuse mass scourge, in sc2 you just a-move and every impact is perfect with zero overkill and it utterly massacres anything they come near. Unless they totally reworked the scourge it wouldn't work like sc1.